Kaibutsuto

Author:
Skykid
Release:
"Program Pochette" May 1986 Issue
Japanese title name:
"怪物塔"
"Monster Tower" in English.
2/4/6/8: Move.,   5 at the "U" location.: Go up.,   5 at the "D" location.: Go down.,
1: Buy the power. / Attack.,   2: Buy a sword. / Flee.,   3: Buy a shield.,   4: Leave from the shop.

The game:

Aim for the goal on the 7th floor. However, you need at least 8.90 EXP to reach the goal.
You can purchase each parameter at the shop.
To increase HP, you must buy Power when your EXP value is higher than your HP.
To increase STR or DEF, your EXP value must be 1 higher than that their current value.
At that time, an amount of GOLD equal to the new STR(DEF) value is required.

Phase 1: The original Japanese version for MSX

This game was created for X1 originally. To play this game on MSX, modify the code as below.
kaibutsuto-jp-version
The lines #12 and #70: These displays are not included in the X1 version, but I have determined they are clearly necessary.
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
pochette/kaibutsuto-jp-checksum
rpg-screen-kaibutsuto Sorry if there are any typos, however, I have tested my data, including the ending, and had no problems.

Phase 2: Modified version

My suggestions for English version, joystick support and graphics data.
pochette/kaibutsuto-en-version
The line #2: It's unclear whether this was the author's intent, but the stairs' positions on the upper and lower floors were different. Fixed them.
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
/kaibutsuto-en-checksum
kaibutsuto-en-screen Fully tested.
kaibutsuto-screen-enlarged (Enlarged.)
D-pad: Move.,   Trigger 1 at the stairs.: Go up.,   Trigger 2 at the stairs.: Go down.,
Trigger 1: Attack.   Trigger 2: Flee.,
D-pad up: Buy the power.,   D-pad right: Buy a sword.,   D-pad down: Buy a shield.,   D-pad left: Leave from the shop.

For Amiga CD32 + FDD users:

The game will be sluggish if CPU is 020, so modify the following lines to speed it up.
The line #5: Change "500" to "50".
The line #35: Change "400" to "40", for example.


Satan Quest

Author:
Y.O. (大熊義英)
Release:
"Program Pochette" Jan. 1987 Issue
2/4/6/8: Move.,  1: Attack.,   2: Flee.

The game:

During your journey, you arrived at a town destroyed by monsters.
Accepting the pleas of the surviving townspeople, you resolved to defeat Satan, the monster king.

The colors of each tile are as follows: blue indicates forests, red indicates the castle, purple indicates the boundaries of this region,
green indicates plains, light blue indicates healing spring, and yellow indicates deserts.

Phase 1: The original Japanese version for MSX

This game was created for X1 originally. To play this game on MSX, modify the code as below.
sq1-jp-version
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
pochette/sq1-jp-checksum
rpg-screen-sq1 Sorry if there are any typos, however, I have tested my data, including the ending, and had no problems.

Phase 2: Modified version

My suggestions for English version, joystick support and graphics data.
pochette/sq1-en-version
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
/sq1-en-checksum
sq1-en-screen Fully tested.
sq1-screen-enlarged (Enlarged.)
D-pad: Move.,  Trigger 1: Attack.,   Trigger 2: Flee.

For Amiga CD32 + FDD users:

The game will be sluggish if CPU is 020, so modify the following line to speed it up.
The line #31: Change "1500" to "150", for example.


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